@visactor/vrender-core 0.17.0-alpha.5 → 0.17.0-alpha.6

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (41) hide show
  1. package/cjs/common/shape/rect.js +2 -1
  2. package/cjs/common/shape/rect.js.map +1 -1
  3. package/cjs/core/stage.js +2 -2
  4. package/cjs/core/stage.js.map +1 -1
  5. package/cjs/graphic/config.js +4 -0
  6. package/cjs/graphic/config.js.map +1 -1
  7. package/cjs/graphic/graphic-service/graphic-service.js +4 -2
  8. package/cjs/graphic/graphic-service/graphic-service.js.map +1 -1
  9. package/cjs/graphic/rect.d.ts +2 -3
  10. package/cjs/graphic/rect.js +3 -5
  11. package/cjs/graphic/rect.js.map +1 -1
  12. package/cjs/interface/graphic/rect.d.ts +2 -0
  13. package/cjs/interface/graphic/rect.js.map +1 -1
  14. package/cjs/render/contributions/render/contributions/rect-contribution-render.js +4 -1
  15. package/cjs/render/contributions/render/contributions/rect-contribution-render.js.map +1 -1
  16. package/cjs/render/contributions/render/rect-render.js +4 -2
  17. package/cjs/render/contributions/render/rect-render.js.map +1 -1
  18. package/cjs/render/contributions/render/utils.js +2 -2
  19. package/cjs/render/contributions/render/utils.js.map +1 -1
  20. package/dist/index.js +29 -21
  21. package/dist/index.min.js +1 -1
  22. package/es/common/shape/rect.js +2 -1
  23. package/es/common/shape/rect.js.map +1 -1
  24. package/es/core/stage.js +2 -2
  25. package/es/core/stage.js.map +1 -1
  26. package/es/graphic/config.js +4 -0
  27. package/es/graphic/config.js.map +1 -1
  28. package/es/graphic/graphic-service/graphic-service.js +4 -2
  29. package/es/graphic/graphic-service/graphic-service.js.map +1 -1
  30. package/es/graphic/rect.d.ts +2 -3
  31. package/es/graphic/rect.js +3 -7
  32. package/es/graphic/rect.js.map +1 -1
  33. package/es/interface/graphic/rect.d.ts +2 -0
  34. package/es/interface/graphic/rect.js.map +1 -1
  35. package/es/render/contributions/render/contributions/rect-contribution-render.js +4 -1
  36. package/es/render/contributions/render/contributions/rect-contribution-render.js.map +1 -1
  37. package/es/render/contributions/render/rect-render.js +4 -1
  38. package/es/render/contributions/render/rect-render.js.map +1 -1
  39. package/es/render/contributions/render/utils.js +2 -2
  40. package/es/render/contributions/render/utils.js.map +1 -1
  41. package/package.json +3 -3
@@ -1 +1 @@
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{ isArray } from '@visactor/vutils';\nimport { injectable } from '../../../../common/inversify-lite';\nimport type {\n IGraphicAttribute,\n IContext2d,\n IMarkAttribute,\n IRect,\n IRectGraphicAttribute,\n IThemeAttribute,\n IRectRenderContribution,\n IDrawContext\n} from '../../../../interface';\nimport { getScaledStroke } from '../../../../common/canvas-utils';\nimport {\n defaultBaseBackgroundRenderContribution,\n defaultBaseTextureRenderContribution\n} from './base-contribution-render';\nimport { createRectPath } from '../../../../common/shape/rect';\nimport { BaseRenderContributionTime } from '../../../../common/enums';\n\nexport class DefaultRectRenderContribution implements IRectRenderContribution {\n time: BaseRenderContributionTime = BaseRenderContributionTime.afterFillStroke;\n useStyle: boolean = true;\n order: number = 0;\n drawShape(\n rect: IRect,\n context: IContext2d,\n x: number,\n y: number,\n doFill: boolean,\n doStroke: boolean,\n fVisible: boolean,\n sVisible: boolean,\n rectAttribute: Required<IRectGraphicAttribute>,\n drawContext: IDrawContext,\n fillCb?: (\n ctx: IContext2d,\n markAttribute: Partial<IMarkAttribute & IGraphicAttribute>,\n themeAttribute: IThemeAttribute\n ) => boolean,\n strokeCb?: (\n ctx: IContext2d,\n markAttribute: Partial<IMarkAttribute & IGraphicAttribute>,\n themeAttribute: IThemeAttribute\n ) => boolean\n ) {\n const { outerBorder, innerBorder } = rect.attribute;\n const doOuterBorder = outerBorder && outerBorder.visible !== false;\n const doInnerBorder = innerBorder && innerBorder.visible !== false;\n if (!(doOuterBorder || doInnerBorder)) {\n return;\n }\n const {\n width = rectAttribute.width,\n height = rectAttribute.height,\n cornerRadius = rectAttribute.cornerRadius,\n opacity = rectAttribute.opacity,\n x: originX = rectAttribute.x,\n y: originY = rectAttribute.y,\n scaleX = rectAttribute.scaleX,\n scaleY = rectAttribute.scaleY\n } = rect.attribute;\n\n const doStrokeOuter = !!(outerBorder && outerBorder.stroke);\n const doStrokeInner = !!(innerBorder && innerBorder.stroke);\n\n if (doOuterBorder) {\n const { distance = rectAttribute.outerBorder.distance } = outerBorder;\n const d = getScaledStroke(context, distance as number, context.dpr);\n const nextX = x - d;\n const nextY = y - d;\n const dw = d * 2;\n if (cornerRadius === 0 || (isArray(cornerRadius) && (<number[]>cornerRadius).every(num => num === 0))) {\n // 不需要处理圆角\n context.beginPath();\n context.rect(nextX, nextY, width + dw, height + dw);\n } else {\n context.beginPath();\n\n // 测试后,cache对于重绘性能提升不大,但是在首屏有一定性能损耗,因此rect不再使用cache\n createRectPath(context, nextX, nextY, width + dw, height + dw, cornerRadius);\n }\n\n // shadow\n context.setShadowBlendStyle && context.setShadowBlendStyle(rect, rect.attribute, rectAttribute);\n\n if (strokeCb) {\n strokeCb(context, outerBorder, rectAttribute.outerBorder);\n } else if (doStrokeOuter) {\n // 存在stroke\n const lastOpacity = (rectAttribute.outerBorder as any).opacity;\n (rectAttribute.outerBorder as any).opacity = opacity;\n context.setStrokeStyle(\n rect,\n outerBorder,\n (originX - x) / scaleX,\n (originY - y) / scaleY,\n rectAttribute.outerBorder as any\n );\n (rectAttribute.outerBorder as any).opacity = lastOpacity;\n context.stroke();\n }\n }\n\n if (doInnerBorder) {\n const { distance = rectAttribute.innerBorder.distance } = innerBorder;\n const d = getScaledStroke(context, distance as number, context.dpr);\n const nextX = x + d;\n const nextY = y + d;\n const dw = d * 2;\n if (cornerRadius === 0 || (isArray(cornerRadius) && (<number[]>cornerRadius).every(num => num === 0))) {\n // 不需要处理圆角\n context.beginPath();\n context.rect(nextX, nextY, width - dw, height - dw);\n } else {\n context.beginPath();\n\n // 测试后,cache对于重绘性能提升不大,但是在首屏有一定性能损耗,因此rect不再使用cache\n createRectPath(context, nextX, nextY, width - dw, height - dw, cornerRadius);\n }\n\n // shadow\n context.setShadowBlendStyle && context.setShadowBlendStyle(rect, rect.attribute, rectAttribute);\n\n if (strokeCb) {\n strokeCb(context, innerBorder, rectAttribute.innerBorder);\n } else if (doStrokeInner) {\n // 存在stroke\n const lastOpacity = (rectAttribute.innerBorder as any).opacity;\n (rectAttribute.innerBorder as any).opacity = opacity;\n context.setStrokeStyle(\n rect,\n innerBorder,\n (originX - x) / scaleX,\n (originY - y) / scaleY,\n rectAttribute.innerBorder as any\n );\n (rectAttribute.innerBorder as any).opacity = lastOpacity;\n context.stroke();\n }\n }\n }\n}\n\nexport class SplitRectBeforeRenderContribution implements IRectRenderContribution {\n time: BaseRenderContributionTime = BaseRenderContributionTime.beforeFillStroke;\n useStyle: boolean = true;\n order: number = 0;\n drawShape(\n group: IRect,\n context: IContext2d,\n x: number,\n y: number,\n doFill: boolean,\n doStroke: boolean,\n fVisible: boolean,\n sVisible: boolean,\n groupAttribute: Required<IRectGraphicAttribute>,\n drawContext: IDrawContext,\n fillCb?: (\n ctx: IContext2d,\n markAttribute: Partial<IMarkAttribute & IGraphicAttribute>,\n themeAttribute: IThemeAttribute\n ) => boolean,\n strokeCb?: (\n ctx: IContext2d,\n markAttribute: Partial<IMarkAttribute & IGraphicAttribute>,\n themeAttribute: IThemeAttribute\n ) => boolean,\n doFillOrStroke?: { doFill: boolean; doStroke: boolean }\n ) {\n const { stroke = groupAttribute.stroke } = group.attribute as any;\n\n // 数组且存在为false的项目,那就不绘制\n if (Array.isArray(stroke) && stroke.some(s => s === false)) {\n doFillOrStroke.doStroke = false;\n }\n }\n}\n\nexport class SplitRectAfterRenderContribution implements IRectRenderContribution {\n time: BaseRenderContributionTime = BaseRenderContributionTime.afterFillStroke;\n useStyle: boolean = true;\n order: number = 0;\n drawShape(\n rect: IRect,\n context: IContext2d,\n x: number,\n y: number,\n doFill: boolean,\n doStroke: boolean,\n fVisible: boolean,\n sVisible: boolean,\n groupAttribute: Required<IRectGraphicAttribute>,\n drawContext: IDrawContext,\n fillCb?: (\n ctx: IContext2d,\n markAttribute: Partial<IMarkAttribute & IGraphicAttribute>,\n themeAttribute: IThemeAttribute\n ) => boolean,\n strokeCb?: (\n ctx: IContext2d,\n markAttribute: Partial<IMarkAttribute & IGraphicAttribute>,\n themeAttribute: IThemeAttribute\n ) => boolean\n ) {\n const {\n width = groupAttribute.width,\n height = groupAttribute.height,\n stroke = groupAttribute.stroke\n } = rect.attribute as any;\n\n // 不是数组\n if (!(Array.isArray(stroke) && stroke.some(s => s === false))) {\n return;\n }\n\n context.setStrokeStyle(rect, rect.attribute, x, y, groupAttribute);\n // 单独处理每条边界,目前不考虑圆角\n context.beginPath();\n context.moveTo(x, y);\n // top\n if (stroke[0]) {\n context.lineTo(x + width, y);\n } else {\n context.moveTo(x + width, y);\n }\n // right\n if (stroke[1]) {\n context.lineTo(x + width, y + height);\n } else {\n context.moveTo(x + width, y + height);\n }\n // bottom\n if (stroke[2]) {\n context.lineTo(x, y + height);\n } else {\n context.moveTo(x, y + height);\n }\n // left\n if (stroke[3]) {\n // 没有close path是,起点和终点不连续,需要调整y保证不出现缺口\n const adjustY = stroke[0] ? y - context.lineWidth / 2 : y;\n context.lineTo(x, adjustY);\n } else {\n context.moveTo(x, y);\n }\n\n context.stroke();\n }\n}\n\nexport const defaultRectRenderContribution = new DefaultRectRenderContribution();\nexport const splitRectBeforeRenderContribution = new SplitRectBeforeRenderContribution();\nexport const splitRectAfterRenderContribution = new SplitRectAfterRenderContribution();\nexport const defaultRectTextureRenderContribution = defaultBaseTextureRenderContribution;\nexport const defaultRectBackgroundRenderContribution = defaultBaseBackgroundRenderContribution;\n"]}
1
+ 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{ isArray } from '@visactor/vutils';\nimport { injectable } from '../../../../common/inversify-lite';\nimport type {\n IGraphicAttribute,\n IContext2d,\n IMarkAttribute,\n IRect,\n IRectGraphicAttribute,\n IThemeAttribute,\n IRectRenderContribution,\n IDrawContext\n} from '../../../../interface';\nimport { getScaledStroke } from '../../../../common/canvas-utils';\nimport {\n defaultBaseBackgroundRenderContribution,\n defaultBaseTextureRenderContribution\n} from './base-contribution-render';\nimport { createRectPath } from '../../../../common/shape/rect';\nimport { BaseRenderContributionTime } from '../../../../common/enums';\n\nexport class DefaultRectRenderContribution implements IRectRenderContribution {\n time: BaseRenderContributionTime = BaseRenderContributionTime.afterFillStroke;\n useStyle: boolean = true;\n order: number = 0;\n drawShape(\n rect: IRect,\n context: IContext2d,\n x: number,\n y: number,\n doFill: boolean,\n doStroke: boolean,\n fVisible: boolean,\n sVisible: boolean,\n rectAttribute: Required<IRectGraphicAttribute>,\n drawContext: IDrawContext,\n fillCb?: (\n ctx: IContext2d,\n markAttribute: Partial<IMarkAttribute & IGraphicAttribute>,\n themeAttribute: IThemeAttribute\n ) => boolean,\n strokeCb?: (\n ctx: IContext2d,\n markAttribute: Partial<IMarkAttribute & IGraphicAttribute>,\n themeAttribute: IThemeAttribute\n ) => boolean\n ) {\n const { outerBorder, innerBorder } = rect.attribute;\n const doOuterBorder = outerBorder && outerBorder.visible !== false;\n const doInnerBorder = innerBorder && innerBorder.visible !== false;\n if (!(doOuterBorder || doInnerBorder)) {\n return;\n }\n const {\n cornerRadius = rectAttribute.cornerRadius,\n opacity = rectAttribute.opacity,\n x: originX = rectAttribute.x,\n y: originY = rectAttribute.y,\n scaleX = rectAttribute.scaleX,\n scaleY = rectAttribute.scaleY,\n x1,\n y1\n } = rect.attribute;\n\n let { width, height } = rect.attribute;\n\n width = (width ?? x1 - x) || 0;\n height = (height ?? y1 - y) || 0;\n\n const doStrokeOuter = !!(outerBorder && outerBorder.stroke);\n const doStrokeInner = !!(innerBorder && innerBorder.stroke);\n\n if (doOuterBorder) {\n const { distance = rectAttribute.outerBorder.distance } = outerBorder;\n const d = getScaledStroke(context, distance as number, context.dpr);\n const nextX = x - d;\n const nextY = y - d;\n const dw = d * 2;\n if (cornerRadius === 0 || (isArray(cornerRadius) && (<number[]>cornerRadius).every(num => num === 0))) {\n // 不需要处理圆角\n context.beginPath();\n context.rect(nextX, nextY, width + dw, height + dw);\n } else {\n context.beginPath();\n\n // 测试后,cache对于重绘性能提升不大,但是在首屏有一定性能损耗,因此rect不再使用cache\n createRectPath(context, nextX, nextY, width + dw, height + dw, cornerRadius);\n }\n\n // shadow\n context.setShadowBlendStyle && context.setShadowBlendStyle(rect, rect.attribute, rectAttribute);\n\n if (strokeCb) {\n strokeCb(context, outerBorder, rectAttribute.outerBorder);\n } else if (doStrokeOuter) {\n // 存在stroke\n const lastOpacity = (rectAttribute.outerBorder as any).opacity;\n (rectAttribute.outerBorder as any).opacity = opacity;\n context.setStrokeStyle(\n rect,\n outerBorder,\n (originX - x) / scaleX,\n (originY - y) / scaleY,\n rectAttribute.outerBorder as any\n );\n (rectAttribute.outerBorder as any).opacity = lastOpacity;\n context.stroke();\n }\n }\n\n if (doInnerBorder) {\n const { distance = rectAttribute.innerBorder.distance } = innerBorder;\n const d = getScaledStroke(context, distance as number, context.dpr);\n const nextX = x + d;\n const nextY = y + d;\n const dw = d * 2;\n if (cornerRadius === 0 || (isArray(cornerRadius) && (<number[]>cornerRadius).every(num => num === 0))) {\n // 不需要处理圆角\n context.beginPath();\n context.rect(nextX, nextY, width - dw, height - dw);\n } else {\n context.beginPath();\n\n // 测试后,cache对于重绘性能提升不大,但是在首屏有一定性能损耗,因此rect不再使用cache\n createRectPath(context, nextX, nextY, width - dw, height - dw, cornerRadius);\n }\n\n // shadow\n context.setShadowBlendStyle && context.setShadowBlendStyle(rect, rect.attribute, rectAttribute);\n\n if (strokeCb) {\n strokeCb(context, innerBorder, rectAttribute.innerBorder);\n } else if (doStrokeInner) {\n // 存在stroke\n const lastOpacity = (rectAttribute.innerBorder as any).opacity;\n (rectAttribute.innerBorder as any).opacity = opacity;\n context.setStrokeStyle(\n rect,\n innerBorder,\n (originX - x) / scaleX,\n (originY - y) / scaleY,\n rectAttribute.innerBorder as any\n );\n (rectAttribute.innerBorder as any).opacity = lastOpacity;\n context.stroke();\n }\n }\n }\n}\n\nexport class SplitRectBeforeRenderContribution implements IRectRenderContribution {\n time: BaseRenderContributionTime = BaseRenderContributionTime.beforeFillStroke;\n useStyle: boolean = true;\n order: number = 0;\n drawShape(\n group: IRect,\n context: IContext2d,\n x: number,\n y: number,\n doFill: boolean,\n doStroke: boolean,\n fVisible: boolean,\n sVisible: boolean,\n groupAttribute: Required<IRectGraphicAttribute>,\n drawContext: IDrawContext,\n fillCb?: (\n ctx: IContext2d,\n markAttribute: Partial<IMarkAttribute & IGraphicAttribute>,\n themeAttribute: IThemeAttribute\n ) => boolean,\n strokeCb?: (\n ctx: IContext2d,\n markAttribute: Partial<IMarkAttribute & IGraphicAttribute>,\n themeAttribute: IThemeAttribute\n ) => boolean,\n doFillOrStroke?: { doFill: boolean; doStroke: boolean }\n ) {\n const { stroke = groupAttribute.stroke } = group.attribute as any;\n\n // 数组且存在为false的项目,那就不绘制\n if (Array.isArray(stroke) && stroke.some(s => s === false)) {\n doFillOrStroke.doStroke = false;\n }\n }\n}\n\nexport class SplitRectAfterRenderContribution implements IRectRenderContribution {\n time: BaseRenderContributionTime = BaseRenderContributionTime.afterFillStroke;\n useStyle: boolean = true;\n order: number = 0;\n drawShape(\n rect: IRect,\n context: IContext2d,\n x: number,\n y: number,\n doFill: boolean,\n doStroke: boolean,\n fVisible: boolean,\n sVisible: boolean,\n groupAttribute: Required<IRectGraphicAttribute>,\n drawContext: IDrawContext,\n fillCb?: (\n ctx: IContext2d,\n markAttribute: Partial<IMarkAttribute & IGraphicAttribute>,\n themeAttribute: IThemeAttribute\n ) => boolean,\n strokeCb?: (\n ctx: IContext2d,\n markAttribute: Partial<IMarkAttribute & IGraphicAttribute>,\n themeAttribute: IThemeAttribute\n ) => boolean\n ) {\n const {\n width = groupAttribute.width,\n height = groupAttribute.height,\n stroke = groupAttribute.stroke\n } = rect.attribute as any;\n\n // 不是数组\n if (!(Array.isArray(stroke) && stroke.some(s => s === false))) {\n return;\n }\n\n context.setStrokeStyle(rect, rect.attribute, x, y, groupAttribute);\n // 单独处理每条边界,目前不考虑圆角\n context.beginPath();\n context.moveTo(x, y);\n // top\n if (stroke[0]) {\n context.lineTo(x + width, y);\n } else {\n context.moveTo(x + width, y);\n }\n // right\n if (stroke[1]) {\n context.lineTo(x + width, y + height);\n } else {\n context.moveTo(x + width, y + height);\n }\n // bottom\n if (stroke[2]) {\n context.lineTo(x, y + height);\n } else {\n context.moveTo(x, y + height);\n }\n // left\n if (stroke[3]) {\n // 没有close path是,起点和终点不连续,需要调整y保证不出现缺口\n const adjustY = stroke[0] ? y - context.lineWidth / 2 : y;\n context.lineTo(x, adjustY);\n } else {\n context.moveTo(x, y);\n }\n\n context.stroke();\n }\n}\n\nexport const defaultRectRenderContribution = new DefaultRectRenderContribution();\nexport const splitRectBeforeRenderContribution = new SplitRectBeforeRenderContribution();\nexport const splitRectAfterRenderContribution = new SplitRectAfterRenderContribution();\nexport const defaultRectTextureRenderContribution = defaultBaseTextureRenderContribution;\nexport const defaultRectBackgroundRenderContribution = defaultBaseBackgroundRenderContribution;\n"]}
@@ -38,7 +38,10 @@ let DefaultCanvasRectRender = class extends BaseRender {
38
38
  }
39
39
  drawShape(rect, context, x, y, drawContext, params, fillCb, strokeCb) {
40
40
  var _a;
41
- const rectAttribute = null !== (_a = this.tempTheme) && void 0 !== _a ? _a : getTheme(rect, null == params ? void 0 : params.theme).rect, {fill: fill = rectAttribute.fill, background: background, stroke: stroke = rectAttribute.stroke, width: width = rectAttribute.width, height: height = rectAttribute.height, cornerRadius: cornerRadius = rectAttribute.cornerRadius, opacity: opacity = rectAttribute.opacity, fillOpacity: fillOpacity = rectAttribute.fillOpacity, lineWidth: lineWidth = rectAttribute.lineWidth, strokeOpacity: strokeOpacity = rectAttribute.strokeOpacity, visible: visible = rectAttribute.visible, x: originX = rectAttribute.x, y: originY = rectAttribute.y} = rect.attribute, fVisible = rectFillVisible(opacity, fillOpacity, width, height, fill), sVisible = rectStrokeVisible(opacity, strokeOpacity, width, height), doFill = runFill(fill, background), doStroke = runStroke(stroke, lineWidth);
41
+ const rectAttribute = null !== (_a = this.tempTheme) && void 0 !== _a ? _a : getTheme(rect, null == params ? void 0 : params.theme).rect, {fill: fill = rectAttribute.fill, background: background, stroke: stroke = rectAttribute.stroke, cornerRadius: cornerRadius = rectAttribute.cornerRadius, opacity: opacity = rectAttribute.opacity, fillOpacity: fillOpacity = rectAttribute.fillOpacity, lineWidth: lineWidth = rectAttribute.lineWidth, strokeOpacity: strokeOpacity = rectAttribute.strokeOpacity, visible: visible = rectAttribute.visible, x1: x1, y1: y1, x: originX = rectAttribute.x, y: originY = rectAttribute.y} = rect.attribute;
42
+ let {width: width, height: height} = rect.attribute;
43
+ width = (null != width ? width : x1 - originX) || 0, height = (null != height ? height : y1 - originY) || 0;
44
+ const fVisible = rectFillVisible(opacity, fillOpacity, width, height, fill), sVisible = rectStrokeVisible(opacity, strokeOpacity, width, height), doFill = runFill(fill, background), doStroke = runStroke(stroke, lineWidth);
42
45
  if (!rect.valid || !visible) return;
43
46
  if (!doFill && !doStroke) return;
44
47
  if (!(fVisible || sVisible || fillCb || strokeCb || background)) return;
@@ -1 +1 @@
1
- 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{ isArray } from '@visactor/vutils';\nimport { inject, injectable, named } from '../../../common/inversify-lite';\nimport { getTheme } from '../../../graphic/theme';\nimport { RECT_NUMBER_TYPE } from '../../../graphic/constants';\nimport { createRectPath } from '../../../common/shape/rect';\n// eslint-disable-next-line @typescript-eslint/consistent-type-imports\nimport { ContributionProvider } from '../../../common/contribution-provider';\nimport type {\n IGraphicAttribute,\n IContext2d,\n IMarkAttribute,\n IRect,\n IThemeAttribute,\n IGraphicRender,\n IDrawContext,\n IGraphicRenderDrawParams,\n IRenderService,\n IRectRenderContribution,\n IContributionProvider,\n IRectGraphicAttribute\n} from '../../../interface';\nimport { RectRenderContribution } from './contributions/constants';\nimport { rectFillVisible, rectStrokeVisible, runFill, runStroke } from './utils';\nimport { BaseRender } from './base-render';\nimport {\n defaultRectBackgroundRenderContribution,\n defaultRectRenderContribution,\n defaultRectTextureRenderContribution,\n splitRectAfterRenderContribution,\n splitRectBeforeRenderContribution\n} from './contributions';\n\n@injectable()\nexport class DefaultCanvasRectRender extends BaseRender<IRect> implements IGraphicRender {\n type = 'rect';\n numberType: number = RECT_NUMBER_TYPE;\n tempTheme: Required<IRectGraphicAttribute>;\n\n constructor(\n @inject(ContributionProvider)\n @named(RectRenderContribution)\n protected readonly rectRenderContribitions: IContributionProvider<IRectRenderContribution>\n ) {\n super();\n this.builtinContributions = [\n defaultRectRenderContribution,\n defaultRectBackgroundRenderContribution,\n defaultRectTextureRenderContribution,\n splitRectAfterRenderContribution,\n splitRectBeforeRenderContribution\n ];\n this.init(rectRenderContribitions);\n }\n\n drawShape(\n rect: IRect,\n context: IContext2d,\n x: number,\n y: number,\n drawContext: IDrawContext,\n params?: IGraphicRenderDrawParams,\n fillCb?: (\n ctx: IContext2d,\n markAttribute: Partial<IMarkAttribute & IGraphicAttribute>,\n themeAttribute: IThemeAttribute\n ) => boolean,\n strokeCb?: (\n ctx: IContext2d,\n markAttribute: Partial<IMarkAttribute & IGraphicAttribute>,\n themeAttribute: IThemeAttribute\n ) => boolean\n ) {\n const rectAttribute = this.tempTheme ?? getTheme(rect, params?.theme).rect;\n const {\n fill = rectAttribute.fill,\n background,\n stroke = rectAttribute.stroke,\n width = rectAttribute.width,\n height = rectAttribute.height,\n cornerRadius = rectAttribute.cornerRadius,\n opacity = rectAttribute.opacity,\n fillOpacity = rectAttribute.fillOpacity,\n lineWidth = rectAttribute.lineWidth,\n strokeOpacity = rectAttribute.strokeOpacity,\n visible = rectAttribute.visible,\n x: originX = rectAttribute.x,\n y: originY = rectAttribute.y\n } = rect.attribute;\n\n // 不绘制或者透明\n const fVisible = rectFillVisible(opacity, fillOpacity, width, height, fill);\n const sVisible = rectStrokeVisible(opacity, strokeOpacity, width, height);\n const doFill = runFill(fill, background);\n const doStroke = runStroke(stroke, lineWidth);\n\n if (!(rect.valid && visible)) {\n return;\n }\n\n if (!(doFill || doStroke)) {\n return;\n }\n\n // 如果存在fillCb和strokeCb,那就不直接跳过\n if (!(fVisible || sVisible || fillCb || strokeCb || background)) {\n return;\n }\n\n if (cornerRadius === 0 || (isArray(cornerRadius) && (<number[]>cornerRadius).every(num => num === 0))) {\n // 不需要处理圆角\n context.beginPath();\n context.rect(x, y, width, height);\n } else {\n context.beginPath();\n\n // 测试后,cache对于重绘性能提升不大,但是在首屏有一定性能损耗,因此rect不再使用cache\n createRectPath(context, x, y, width, height, cornerRadius);\n }\n\n const doFillOrStroke = {\n doFill,\n doStroke\n };\n\n // shadow\n context.setShadowBlendStyle && context.setShadowBlendStyle(rect, rect.attribute, rectAttribute);\n\n this.beforeRenderStep(\n rect,\n context,\n x,\n y,\n doFill,\n doStroke,\n fVisible,\n sVisible,\n rectAttribute,\n drawContext,\n fillCb,\n strokeCb,\n doFillOrStroke\n );\n\n if (doFillOrStroke.doFill) {\n if (fillCb) {\n fillCb(context, rect.attribute, rectAttribute);\n } else if (fVisible) {\n // 存在fill\n context.setCommonStyle(rect, rect.attribute, originX - x, originY - y, rectAttribute);\n context.fill();\n }\n }\n if (doFillOrStroke.doStroke) {\n if (strokeCb) {\n strokeCb(context, rect.attribute, rectAttribute);\n } else if (sVisible) {\n // 存在stroke\n context.setStrokeStyle(rect, rect.attribute, originX - x, originY - y, rectAttribute);\n context.stroke();\n }\n }\n\n this.afterRenderStep(\n rect,\n context,\n x,\n y,\n doFill,\n doStroke,\n fVisible,\n sVisible,\n rectAttribute,\n drawContext,\n fillCb,\n strokeCb\n );\n }\n\n draw(rect: IRect, renderService: IRenderService, drawContext: IDrawContext, params?: IGraphicRenderDrawParams) {\n const rectAttribute = getTheme(rect, params?.theme).rect;\n this.tempTheme = rectAttribute;\n this._draw(rect, rectAttribute, false, drawContext, params);\n this.tempTheme = null;\n }\n}\n"]}
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{ isArray } from '@visactor/vutils';\nimport { inject, injectable, named } from '../../../common/inversify-lite';\nimport { getTheme } from '../../../graphic/theme';\nimport { RECT_NUMBER_TYPE } from '../../../graphic/constants';\nimport { createRectPath } from '../../../common/shape/rect';\n// eslint-disable-next-line @typescript-eslint/consistent-type-imports\nimport { ContributionProvider } from '../../../common/contribution-provider';\nimport type {\n IGraphicAttribute,\n IContext2d,\n IMarkAttribute,\n IRect,\n IThemeAttribute,\n IGraphicRender,\n IDrawContext,\n IGraphicRenderDrawParams,\n IRenderService,\n IRectRenderContribution,\n IContributionProvider,\n IRectGraphicAttribute\n} from '../../../interface';\nimport { RectRenderContribution } from './contributions/constants';\nimport { rectFillVisible, rectStrokeVisible, runFill, runStroke } from './utils';\nimport { BaseRender } from './base-render';\nimport {\n defaultRectBackgroundRenderContribution,\n defaultRectRenderContribution,\n defaultRectTextureRenderContribution,\n splitRectAfterRenderContribution,\n splitRectBeforeRenderContribution\n} from './contributions';\n\n@injectable()\nexport class DefaultCanvasRectRender extends BaseRender<IRect> implements IGraphicRender {\n type = 'rect';\n numberType: number = RECT_NUMBER_TYPE;\n tempTheme: Required<IRectGraphicAttribute>;\n\n constructor(\n @inject(ContributionProvider)\n @named(RectRenderContribution)\n protected readonly rectRenderContribitions: IContributionProvider<IRectRenderContribution>\n ) {\n super();\n this.builtinContributions = [\n defaultRectRenderContribution,\n defaultRectBackgroundRenderContribution,\n defaultRectTextureRenderContribution,\n splitRectAfterRenderContribution,\n splitRectBeforeRenderContribution\n ];\n this.init(rectRenderContribitions);\n }\n\n drawShape(\n rect: IRect,\n context: IContext2d,\n x: number,\n y: number,\n drawContext: IDrawContext,\n params?: IGraphicRenderDrawParams,\n fillCb?: (\n ctx: IContext2d,\n markAttribute: Partial<IMarkAttribute & IGraphicAttribute>,\n themeAttribute: IThemeAttribute\n ) => boolean,\n strokeCb?: (\n ctx: IContext2d,\n markAttribute: Partial<IMarkAttribute & IGraphicAttribute>,\n themeAttribute: IThemeAttribute\n ) => boolean\n ) {\n const rectAttribute = this.tempTheme ?? getTheme(rect, params?.theme).rect;\n const {\n fill = rectAttribute.fill,\n background,\n stroke = rectAttribute.stroke,\n cornerRadius = rectAttribute.cornerRadius,\n opacity = rectAttribute.opacity,\n fillOpacity = rectAttribute.fillOpacity,\n lineWidth = rectAttribute.lineWidth,\n strokeOpacity = rectAttribute.strokeOpacity,\n visible = rectAttribute.visible,\n x1,\n y1,\n x: originX = rectAttribute.x,\n y: originY = rectAttribute.y\n } = rect.attribute;\n let { width, height } = rect.attribute;\n width = (width ?? x1 - originX) || 0;\n height = (height ?? y1 - originY) || 0;\n\n // 不绘制或者透明\n const fVisible = rectFillVisible(opacity, fillOpacity, width, height, fill);\n const sVisible = rectStrokeVisible(opacity, strokeOpacity, width, height);\n const doFill = runFill(fill, background);\n const doStroke = runStroke(stroke, lineWidth);\n\n if (!(rect.valid && visible)) {\n return;\n }\n\n if (!(doFill || doStroke)) {\n return;\n }\n\n // 如果存在fillCb和strokeCb,那就不直接跳过\n if (!(fVisible || sVisible || fillCb || strokeCb || background)) {\n return;\n }\n\n if (cornerRadius === 0 || (isArray(cornerRadius) && (<number[]>cornerRadius).every(num => num === 0))) {\n // 不需要处理圆角\n context.beginPath();\n context.rect(x, y, width, height);\n } else {\n context.beginPath();\n\n // 测试后,cache对于重绘性能提升不大,但是在首屏有一定性能损耗,因此rect不再使用cache\n createRectPath(context, x, y, width, height, cornerRadius);\n }\n\n const doFillOrStroke = {\n doFill,\n doStroke\n };\n\n // shadow\n context.setShadowBlendStyle && context.setShadowBlendStyle(rect, rect.attribute, rectAttribute);\n\n this.beforeRenderStep(\n rect,\n context,\n x,\n y,\n doFill,\n doStroke,\n fVisible,\n sVisible,\n rectAttribute,\n drawContext,\n fillCb,\n strokeCb,\n doFillOrStroke\n );\n\n if (doFillOrStroke.doFill) {\n if (fillCb) {\n fillCb(context, rect.attribute, rectAttribute);\n } else if (fVisible) {\n // 存在fill\n context.setCommonStyle(rect, rect.attribute, originX - x, originY - y, rectAttribute);\n context.fill();\n }\n }\n if (doFillOrStroke.doStroke) {\n if (strokeCb) {\n strokeCb(context, rect.attribute, rectAttribute);\n } else if (sVisible) {\n // 存在stroke\n context.setStrokeStyle(rect, rect.attribute, originX - x, originY - y, rectAttribute);\n context.stroke();\n }\n }\n\n this.afterRenderStep(\n rect,\n context,\n x,\n y,\n doFill,\n doStroke,\n fVisible,\n sVisible,\n rectAttribute,\n drawContext,\n fillCb,\n strokeCb\n );\n }\n\n draw(rect: IRect, renderService: IRenderService, drawContext: IDrawContext, params?: IGraphicRenderDrawParams) {\n const rectAttribute = getTheme(rect, params?.theme).rect;\n this.tempTheme = rectAttribute;\n this._draw(rect, rectAttribute, false, drawContext, params);\n this.tempTheme = null;\n }\n}\n"]}
@@ -19,7 +19,7 @@ export function fillVisible(opacity, fillOpacity, fill) {
19
19
  }
20
20
 
21
21
  export function rectFillVisible(opacity, fillOpacity, width, height, fill) {
22
- return fill && opacity * fillOpacity > 0 && width > 0 && height > 0;
22
+ return fill && opacity * fillOpacity > 0 && 0 !== width && 0 !== height;
23
23
  }
24
24
 
25
25
  export function strokeVisible(opacity, strokeOpacity) {
@@ -27,7 +27,7 @@ export function strokeVisible(opacity, strokeOpacity) {
27
27
  }
28
28
 
29
29
  export function rectStrokeVisible(opacity, strokeOpacity, width, height) {
30
- return opacity * strokeOpacity > 0 && width > 0 && height > 0;
30
+ return opacity * strokeOpacity > 0 && 0 !== width && 0 !== height;
31
31
  }
32
32
 
33
33
  export function drawPathProxy(graphic, context, x, y, drawContext, params, fillCb, strokeCb) {
@@ -1 +1 @@
1
- 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{ isArray, abs, acos, atan2, cos, epsilon, min, pi, sin, sqrt, pi2 } from '@visactor/vutils';\nimport { renderCommandList } from '../../../common/render-command-list';\nimport { getTheme } from '../../../graphic/theme';\nimport type {\n IGraphicAttribute,\n IContext2d,\n IGraphic,\n IMarkAttribute,\n IThemeAttribute,\n IFillType,\n IStrokeType,\n IArc,\n IPath2D,\n IGraphicRenderDrawParams,\n IDrawContext,\n IBackgroundConfig\n} from '../../../interface';\n\n/**\n * 是否需要执行fill逻辑\n * @param fill\n * @returns\n */\nexport function runFill(\n fill: IFillType,\n background?: string | HTMLImageElement | HTMLCanvasElement | IBackgroundConfig\n) {\n return !!(fill || background);\n}\n/**\n * 是否需要执行stroke逻辑\n * @param stroke\n * @returns\n */\nexport function runStroke(stroke: IStrokeType | IStrokeType[], lineWidth: number) {\n let s: boolean | number;\n if (isArray(stroke)) {\n s = stroke.some(item => item || item === undefined);\n } else {\n s = !!stroke;\n }\n return s && lineWidth > 0;\n}\n\n/**\n * 是否fill部分可见\n * @param opacity\n * @param fillOpacity\n * @returns\n */\nexport function fillVisible(opacity: number, fillOpacity: number, fill: IFillType) {\n return fill && opacity * fillOpacity > 0;\n}\n\nexport function rectFillVisible(opacity: number, fillOpacity: number, width: number, height: number, fill: IFillType) {\n return fill && opacity * fillOpacity > 0 && width > 0 && height > 0;\n}\n\n/**\n * 是否stroke部分可见\n * @param opacity\n * @param strokeOpacity\n * @param lineWidth\n * @returns\n */\nexport function strokeVisible(opacity: number, strokeOpacity: number) {\n return opacity * strokeOpacity > 0;\n}\n\nexport function rectStrokeVisible(opacity: number, strokeOpacity: number, width: number, height: number) {\n return opacity * strokeOpacity > 0 && width > 0 && height > 0;\n}\n\nexport function drawPathProxy(\n graphic: IGraphic,\n context: IContext2d,\n x: number,\n y: number,\n drawContext: IDrawContext,\n params?: IGraphicRenderDrawParams,\n fillCb?: (\n ctx: IContext2d,\n markAttribute: Partial<IMarkAttribute & IGraphicAttribute>,\n themeAttribute: IThemeAttribute\n ) => boolean,\n strokeCb?: (\n ctx: IContext2d,\n markAttribute: Partial<IMarkAttribute & IGraphicAttribute>,\n themeAttribute: IThemeAttribute\n ) => boolean\n) {\n if (!graphic.pathProxy) {\n return false;\n }\n\n const themeAttributes = getTheme(graphic, params?.theme)[graphic.type];\n\n const {\n fill = themeAttributes.fill,\n stroke = themeAttributes.stroke,\n opacity = themeAttributes.opacity,\n fillOpacity = themeAttributes.fillOpacity,\n lineWidth = themeAttributes.lineWidth,\n strokeOpacity = themeAttributes.strokeOpacity,\n visible = themeAttributes.visible\n } = graphic.attribute;\n // 不绘制或者透明\n const fVisible = fillVisible(opacity, fillOpacity, fill);\n const sVisible = strokeVisible(opacity, strokeOpacity);\n const doFill = runFill(fill);\n const doStroke = runStroke(stroke, lineWidth);\n\n if (!visible) {\n return true;\n }\n\n if (!(doFill || doStroke)) {\n return true;\n }\n\n // 如果存在fillCb和strokeCb,那就不直接跳过\n if (!(fVisible || sVisible || fillCb || strokeCb)) {\n return true;\n }\n\n context.beginPath();\n const path = typeof graphic.pathProxy === 'function' ? graphic.pathProxy(graphic.attribute) : graphic.pathProxy;\n renderCommandList(path.commandList, context, x, y);\n\n // shadow\n context.setShadowBlendStyle && context.setShadowBlendStyle(graphic, graphic.attribute, themeAttributes);\n\n if (doStroke) {\n if (strokeCb) {\n strokeCb(context, graphic.attribute, themeAttributes);\n } else if (sVisible) {\n context.setStrokeStyle(graphic, graphic.attribute, x, y, themeAttributes);\n context.stroke();\n }\n }\n if (doFill) {\n if (fillCb) {\n fillCb(context, graphic.attribute, themeAttributes);\n } else if (fVisible) {\n context.setCommonStyle(graphic, graphic.attribute, x, y, themeAttributes);\n context.fill();\n }\n }\n return true;\n}\n\n/**\n * 部分源码参考 https://github.com/d3/d3-shape/\n * Copyright 2010-2022 Mike Bostock\n\n Permission to use, copy, modify, and/or distribute this software for any purpose\n with or without fee is hereby granted, provided that the above copyright notice\n and this permission notice appear in all copies.\n\n THE SOFTWARE IS PROVIDED \"AS IS\" AND THE AUTHOR DISCLAIMS ALL WARRANTIES WITH\n REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY AND\n FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY SPECIAL, DIRECT,\n INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS\n OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER\n TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF\n THIS SOFTWARE.\n */\n\n// 基于d3-shape\n// https://github.com/d3/d3-shape/blob/main/src/arc.js\nexport function intersect(\n x0: number,\n y0: number,\n x1: number,\n y1: number,\n x2: number,\n y2: number,\n x3: number,\n y3: number\n) {\n const x10 = x1 - x0;\n const y10 = y1 - y0;\n const x32 = x3 - x2;\n const y32 = y3 - y2;\n let t = y32 * x10 - x32 * y10;\n if (t * t < epsilon) {\n return [];\n }\n t = (x32 * (y0 - y2) - y32 * (x0 - x2)) / t;\n\n return [x0 + t * x10, y0 + t * y10];\n}\n\n// 基于d3-shape\n// https://github.com/d3/d3-shape/blob/main/src/arc.js\n// Compute perpendicular offset line of length rc.\n// http://mathworld.wolfram.com/Circle-LineIntersection.html\nexport function cornerTangents(\n x0: number,\n y0: number,\n x1: number,\n y1: number,\n r1: number,\n rc: number,\n clockwise: number\n) {\n const x01 = x0 - x1;\n const y01 = y0 - y1;\n const lo = (clockwise ? rc : -rc) / Math.sqrt(x01 * x01 + y01 * y01);\n const ox = lo * y01;\n const oy = -lo * x01;\n const x11 = x0 + ox;\n const y11 = y0 + oy;\n const x10 = x1 + ox;\n const y10 = y1 + oy;\n const x00 = (x11 + x10) / 2;\n const y00 = (y11 + y10) / 2;\n const dx = x10 - x11;\n const dy = y10 - y11;\n const d2 = dx * dx + dy * dy;\n const r = r1 - rc;\n const D = x11 * y10 - x10 * y11;\n const d = (dy < 0 ? -1 : 1) * Math.sqrt(Math.max(0, r * r * d2 - D * D));\n let cx0 = (D * dy - dx * d) / d2;\n let cy0 = (-D * dx - dy * d) / d2;\n const cx1 = (D * dy + dx * d) / d2;\n const cy1 = (-D * dx + dy * d) / d2;\n const dx0 = cx0 - x00;\n const dy0 = cy0 - y00;\n const dx1 = cx1 - x00;\n const dy1 = cy1 - y00;\n\n // Pick the closer of the two intersection points.\n // TODO Is there a faster way to determine which intersection to use?\n if (dx0 * dx0 + dy0 * dy0 > dx1 * dx1 + dy1 * dy1) {\n (cx0 = cx1), (cy0 = cy1);\n }\n\n return {\n cx: cx0,\n cy: cy0,\n x01: -ox,\n y01: -oy,\n x11: cx0 * (r1 / r - 1),\n y11: cy0 * (r1 / r - 1)\n };\n}\n\n// 基于d3-shape\n// https://github.com/d3/d3-shape/blob/main/src/arc.js\nexport function drawArcPath(\n arc: IArc,\n context: IContext2d | IPath2D,\n cx: number,\n cy: number,\n outerRadius: number,\n innerRadius: number,\n partStroke?: (boolean | string)[]\n) {\n const { startAngle, endAngle } = arc.getParsedAngle();\n\n const deltaAngle = abs(endAngle - startAngle);\n const clockwise: boolean = endAngle > startAngle;\n let collapsedToLine: boolean = false;\n // 规范化outerRadius和innerRadius\n if (outerRadius < innerRadius) {\n const temp = outerRadius;\n outerRadius = innerRadius;\n innerRadius = temp;\n }\n // Is it a point?\n if (outerRadius <= epsilon) {\n context.moveTo(cx, cy);\n } else if (deltaAngle >= pi2 - epsilon) {\n // 是个完整的圆环\n // Or is it a circle or annulus?\n context.moveTo(cx + outerRadius * cos(startAngle), cy + outerRadius * sin(startAngle));\n context.arc(cx, cy, outerRadius, startAngle, endAngle, !clockwise);\n if (innerRadius > epsilon) {\n context.moveTo(cx + innerRadius * cos(endAngle), cy + innerRadius * sin(endAngle));\n context.arc(cx, cy, innerRadius, endAngle, startAngle, clockwise);\n }\n } else {\n const cornerRadius = arc.getParsedCornerRadius();\n // Or is it a circular or annular sector?\n const { outerDeltaAngle, innerDeltaAngle, outerStartAngle, outerEndAngle, innerEndAngle, innerStartAngle } =\n arc.getParsePadAngle(startAngle, endAngle);\n\n const outerCornerRadiusStart = cornerRadius;\n const outerCornerRadiusEnd = cornerRadius;\n const innerCornerRadiusEnd = cornerRadius;\n const innerCornerRadiusStart = cornerRadius;\n const maxOuterCornerRadius = Math.max(outerCornerRadiusEnd, outerCornerRadiusStart);\n const maxInnerCornerRadius = Math.max(innerCornerRadiusEnd, innerCornerRadiusStart);\n let limitedOcr = maxOuterCornerRadius;\n let limitedIcr = maxInnerCornerRadius;\n\n const xors = outerRadius * cos(outerStartAngle);\n const yors = outerRadius * sin(outerStartAngle);\n const xire = innerRadius * cos(innerEndAngle);\n const yire = innerRadius * sin(innerEndAngle);\n\n // Apply rounded corners?\n let xore: number;\n let yore: number;\n let xirs: number;\n let yirs: number;\n if (maxInnerCornerRadius > epsilon || maxOuterCornerRadius > epsilon) {\n xore = outerRadius * cos(outerEndAngle);\n yore = outerRadius * sin(outerEndAngle);\n xirs = innerRadius * cos(innerStartAngle);\n yirs = innerRadius * sin(innerStartAngle);\n\n // Restrict the corner radius according to the sector angle.\n if (deltaAngle < pi) {\n const oc = intersect(xors, yors, xirs, yirs, xore, yore, xire, yire);\n\n if (oc) {\n const ax = xors - oc[0];\n const ay = yors - oc[1];\n const bx = xore - oc[0];\n const by = yore - oc[1];\n const kc = 1 / sin(acos((ax * bx + ay * by) / (sqrt(ax * ax + ay * ay) * sqrt(bx * bx + by * by))) / 2);\n const lc = sqrt(oc[0] * oc[0] + oc[1] * oc[1]);\n\n limitedIcr = min(maxInnerCornerRadius, (innerRadius - lc) / (kc - 1));\n limitedOcr = min(maxOuterCornerRadius, (outerRadius - lc) / (kc + 1));\n }\n }\n }\n\n // Is the sector collapsed to a line?\n // 角度过小,会将acr处理为圆心到半径的一条线\n if (outerDeltaAngle < 0.001) {\n // 如果有左右边的话\n if (partStroke && (partStroke[3] || partStroke[1])) {\n context.moveTo(cx + xors, cy + yors);\n }\n collapsedToLine = true;\n } else if (limitedOcr > epsilon) {\n const cornerRadiusStart = min(outerCornerRadiusStart, limitedOcr);\n const cornerRadiusEnd = min(outerCornerRadiusEnd, limitedOcr);\n // Does the sector’s outer ring have rounded corners?\n const t0 = cornerTangents(xirs, yirs, xors, yors, outerRadius, cornerRadiusStart, Number(clockwise));\n const t1 = cornerTangents(xore, yore, xire, yire, outerRadius, cornerRadiusEnd, Number(clockwise));\n\n // Have the corners merged?\n if (limitedOcr < maxOuterCornerRadius && cornerRadiusStart === cornerRadiusEnd) {\n if (!partStroke || partStroke[0]) {\n context.moveTo(cx + t0.cx + t0.x01, cy + t0.cy + t0.y01);\n context.arc(cx + t0.cx, cy + t0.cy, limitedOcr, atan2(t0.y01, t0.x01), atan2(t1.y01, t1.x01), !clockwise);\n } else {\n context.moveTo(\n cx + t0.cx + limitedOcr * cos(atan2(t1.y01, t1.x01)),\n cy + t0.cy + limitedOcr * sin(atan2(t1.y01, t1.x01))\n );\n }\n } else {\n // Otherwise, draw the two corners and the ring.\n if (!partStroke || partStroke[0]) {\n context.moveTo(cx + t0.cx + t0.x01, cy + t0.cy + t0.y01);\n cornerRadiusStart > 0 &&\n context.arc(\n cx + t0.cx,\n cy + t0.cy,\n cornerRadiusStart,\n atan2(t0.y01, t0.x01),\n atan2(t0.y11, t0.x11),\n !clockwise\n );\n context.arc(\n cx,\n cy,\n outerRadius,\n atan2(t0.cy + t0.y11, t0.cx + t0.x11),\n atan2(t1.cy + t1.y11, t1.cx + t1.x11),\n !clockwise\n );\n cornerRadiusEnd > 0 &&\n context.arc(\n cx + t1.cx,\n cy + t1.cy,\n cornerRadiusEnd,\n atan2(t1.y11, t1.x11),\n atan2(t1.y01, t1.x01),\n !clockwise\n );\n } else {\n if (cornerRadiusEnd > 0) {\n context.moveTo(\n cx + t1.cx + cornerRadiusEnd * cos(atan2(t1.y01, t1.x01)),\n cy + t1.cy + cornerRadiusEnd * sin(atan2(t1.y01, t1.x01))\n );\n } else {\n context.moveTo(cx + xore, cy + outerRadius * sin(outerEndAngle));\n }\n }\n }\n } else {\n // Or is the outer ring just a circular arc?\n if (!partStroke || partStroke[0]) {\n context.moveTo(cx + xors, cy + yors);\n context.arc(cx, cy, outerRadius, outerStartAngle, outerEndAngle, !clockwise);\n } else {\n context.moveTo(cx + outerRadius * cos(outerEndAngle), cy + outerRadius * sin(outerEndAngle));\n }\n }\n // Is there no inner ring, and it’s a circular sector?\n // Or perhaps it’s an annular sector collapsed due to padding?\n if (!(innerRadius > epsilon) || innerDeltaAngle < 0.001) {\n if (!partStroke || partStroke[1]) {\n context.lineTo(cx + xire, cy + yire);\n } else {\n context.moveTo(cx + xire, cy + yire);\n }\n collapsedToLine = true;\n } else if (limitedIcr > epsilon) {\n const cornerRadiusStart = min(innerCornerRadiusStart, limitedIcr);\n const cornerRadiusEnd = min(innerCornerRadiusEnd, limitedIcr);\n // Does the sector’s inner ring (or point) have rounded corners?\n const t0 = cornerTangents(xire, yire, xore, yore, innerRadius, -cornerRadiusEnd, Number(clockwise));\n const t1 = cornerTangents(xors, yors, xirs, yirs, innerRadius, -cornerRadiusStart, Number(clockwise));\n\n if (!partStroke || partStroke[1]) {\n context.lineTo(cx + t0.cx + t0.x01, cy + t0.cy + t0.y01);\n } else {\n context.moveTo(cx + t0.cx + t0.x01, cy + t0.cy + t0.y01);\n }\n\n // Have the corners merged?\n if (limitedIcr < maxInnerCornerRadius && cornerRadiusStart === cornerRadiusEnd) {\n const arcEndAngle = atan2(t1.y01, t1.x01);\n if (!partStroke || partStroke[2]) {\n context.arc(cx + t0.cx, cy + t0.cy, limitedIcr, atan2(t0.y01, t0.x01), arcEndAngle, !clockwise);\n } else {\n context.moveTo(cx + t0.cx + cos(arcEndAngle), cy + t0.cy + sin(arcEndAngle));\n }\n } else {\n // Otherwise, draw the two corners and the ring.\n if (!partStroke || partStroke[2]) {\n cornerRadiusEnd > 0 &&\n context.arc(\n cx + t0.cx,\n cy + t0.cy,\n cornerRadiusEnd,\n atan2(t0.y01, t0.x01),\n atan2(t0.y11, t0.x11),\n !clockwise\n );\n context.arc(\n cx,\n cy,\n innerRadius,\n atan2(t0.cy + t0.y11, t0.cx + t0.x11),\n atan2(t1.cy + t1.y11, t1.cx + t1.x11),\n clockwise\n );\n cornerRadiusStart > 0 &&\n context.arc(\n cx + t1.cx,\n cy + t1.cy,\n cornerRadiusStart,\n atan2(t1.y11, t1.x11),\n atan2(t1.y01, t1.x01),\n !clockwise\n );\n } else {\n if (cornerRadiusStart > 0) {\n context.moveTo(\n cx + t1.cx + cornerRadiusStart * cos(atan2(t1.y01, t1.x01)),\n cy + t1.cy + cornerRadiusStart * sin(atan2(t1.y01, t1.x01))\n );\n } else {\n context.moveTo(cx + xirs, cy + yirs);\n }\n }\n }\n } else {\n // Or is the inner ring just a circular arc?\n if (!partStroke || partStroke[1]) {\n context.lineTo(cx + xire, cy + yire);\n } else {\n context.moveTo(cx + xire, cy + yire);\n }\n if (!partStroke || partStroke[2]) {\n context.arc(cx, cy, innerRadius, innerEndAngle, innerStartAngle, clockwise);\n } else {\n context.moveTo(cx + innerRadius * cos(innerStartAngle), cy + innerRadius * sin(innerStartAngle));\n }\n }\n }\n\n if (!partStroke) {\n context.closePath();\n } else if (partStroke[3]) {\n context.lineTo(cx + outerRadius * cos(startAngle), cy + outerRadius * sin(startAngle));\n }\n\n return collapsedToLine;\n}\n"]}
1
+ 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{ isArray, abs, acos, atan2, cos, epsilon, min, pi, sin, sqrt, pi2 } from '@visactor/vutils';\nimport { renderCommandList } from '../../../common/render-command-list';\nimport { getTheme } from '../../../graphic/theme';\nimport type {\n IGraphicAttribute,\n IContext2d,\n IGraphic,\n IMarkAttribute,\n IThemeAttribute,\n IFillType,\n IStrokeType,\n IArc,\n IPath2D,\n IGraphicRenderDrawParams,\n IDrawContext,\n IBackgroundConfig\n} from '../../../interface';\n\n/**\n * 是否需要执行fill逻辑\n * @param fill\n * @returns\n */\nexport function runFill(\n fill: IFillType,\n background?: string | HTMLImageElement | HTMLCanvasElement | IBackgroundConfig\n) {\n return !!(fill || background);\n}\n/**\n * 是否需要执行stroke逻辑\n * @param stroke\n * @returns\n */\nexport function runStroke(stroke: IStrokeType | IStrokeType[], lineWidth: number) {\n let s: boolean | number;\n if (isArray(stroke)) {\n s = stroke.some(item => item || item === undefined);\n } else {\n s = !!stroke;\n }\n return s && lineWidth > 0;\n}\n\n/**\n * 是否fill部分可见\n * @param opacity\n * @param fillOpacity\n * @returns\n */\nexport function fillVisible(opacity: number, fillOpacity: number, fill: IFillType) {\n return fill && opacity * fillOpacity > 0;\n}\n\nexport function rectFillVisible(opacity: number, fillOpacity: number, width: number, height: number, fill: IFillType) {\n return fill && opacity * fillOpacity > 0 && width !== 0 && height !== 0;\n}\n\n/**\n * 是否stroke部分可见\n * @param opacity\n * @param strokeOpacity\n * @param lineWidth\n * @returns\n */\nexport function strokeVisible(opacity: number, strokeOpacity: number) {\n return opacity * strokeOpacity > 0;\n}\n\nexport function rectStrokeVisible(opacity: number, strokeOpacity: number, width: number, height: number) {\n return opacity * strokeOpacity > 0 && width !== 0 && height !== 0;\n}\n\nexport function drawPathProxy(\n graphic: IGraphic,\n context: IContext2d,\n x: number,\n y: number,\n drawContext: IDrawContext,\n params?: IGraphicRenderDrawParams,\n fillCb?: (\n ctx: IContext2d,\n markAttribute: Partial<IMarkAttribute & IGraphicAttribute>,\n themeAttribute: IThemeAttribute\n ) => boolean,\n strokeCb?: (\n ctx: IContext2d,\n markAttribute: Partial<IMarkAttribute & IGraphicAttribute>,\n themeAttribute: IThemeAttribute\n ) => boolean\n) {\n if (!graphic.pathProxy) {\n return false;\n }\n\n const themeAttributes = getTheme(graphic, params?.theme)[graphic.type];\n\n const {\n fill = themeAttributes.fill,\n stroke = themeAttributes.stroke,\n opacity = themeAttributes.opacity,\n fillOpacity = themeAttributes.fillOpacity,\n lineWidth = themeAttributes.lineWidth,\n strokeOpacity = themeAttributes.strokeOpacity,\n visible = themeAttributes.visible\n } = graphic.attribute;\n // 不绘制或者透明\n const fVisible = fillVisible(opacity, fillOpacity, fill);\n const sVisible = strokeVisible(opacity, strokeOpacity);\n const doFill = runFill(fill);\n const doStroke = runStroke(stroke, lineWidth);\n\n if (!visible) {\n return true;\n }\n\n if (!(doFill || doStroke)) {\n return true;\n }\n\n // 如果存在fillCb和strokeCb,那就不直接跳过\n if (!(fVisible || sVisible || fillCb || strokeCb)) {\n return true;\n }\n\n context.beginPath();\n const path = typeof graphic.pathProxy === 'function' ? graphic.pathProxy(graphic.attribute) : graphic.pathProxy;\n renderCommandList(path.commandList, context, x, y);\n\n // shadow\n context.setShadowBlendStyle && context.setShadowBlendStyle(graphic, graphic.attribute, themeAttributes);\n\n if (doStroke) {\n if (strokeCb) {\n strokeCb(context, graphic.attribute, themeAttributes);\n } else if (sVisible) {\n context.setStrokeStyle(graphic, graphic.attribute, x, y, themeAttributes);\n context.stroke();\n }\n }\n if (doFill) {\n if (fillCb) {\n fillCb(context, graphic.attribute, themeAttributes);\n } else if (fVisible) {\n context.setCommonStyle(graphic, graphic.attribute, x, y, themeAttributes);\n context.fill();\n }\n }\n return true;\n}\n\n/**\n * 部分源码参考 https://github.com/d3/d3-shape/\n * Copyright 2010-2022 Mike Bostock\n\n Permission to use, copy, modify, and/or distribute this software for any purpose\n with or without fee is hereby granted, provided that the above copyright notice\n and this permission notice appear in all copies.\n\n THE SOFTWARE IS PROVIDED \"AS IS\" AND THE AUTHOR DISCLAIMS ALL WARRANTIES WITH\n REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY AND\n FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY SPECIAL, DIRECT,\n INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS\n OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER\n TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF\n THIS SOFTWARE.\n */\n\n// 基于d3-shape\n// https://github.com/d3/d3-shape/blob/main/src/arc.js\nexport function intersect(\n x0: number,\n y0: number,\n x1: number,\n y1: number,\n x2: number,\n y2: number,\n x3: number,\n y3: number\n) {\n const x10 = x1 - x0;\n const y10 = y1 - y0;\n const x32 = x3 - x2;\n const y32 = y3 - y2;\n let t = y32 * x10 - x32 * y10;\n if (t * t < epsilon) {\n return [];\n }\n t = (x32 * (y0 - y2) - y32 * (x0 - x2)) / t;\n\n return [x0 + t * x10, y0 + t * y10];\n}\n\n// 基于d3-shape\n// https://github.com/d3/d3-shape/blob/main/src/arc.js\n// Compute perpendicular offset line of length rc.\n// http://mathworld.wolfram.com/Circle-LineIntersection.html\nexport function cornerTangents(\n x0: number,\n y0: number,\n x1: number,\n y1: number,\n r1: number,\n rc: number,\n clockwise: number\n) {\n const x01 = x0 - x1;\n const y01 = y0 - y1;\n const lo = (clockwise ? rc : -rc) / Math.sqrt(x01 * x01 + y01 * y01);\n const ox = lo * y01;\n const oy = -lo * x01;\n const x11 = x0 + ox;\n const y11 = y0 + oy;\n const x10 = x1 + ox;\n const y10 = y1 + oy;\n const x00 = (x11 + x10) / 2;\n const y00 = (y11 + y10) / 2;\n const dx = x10 - x11;\n const dy = y10 - y11;\n const d2 = dx * dx + dy * dy;\n const r = r1 - rc;\n const D = x11 * y10 - x10 * y11;\n const d = (dy < 0 ? -1 : 1) * Math.sqrt(Math.max(0, r * r * d2 - D * D));\n let cx0 = (D * dy - dx * d) / d2;\n let cy0 = (-D * dx - dy * d) / d2;\n const cx1 = (D * dy + dx * d) / d2;\n const cy1 = (-D * dx + dy * d) / d2;\n const dx0 = cx0 - x00;\n const dy0 = cy0 - y00;\n const dx1 = cx1 - x00;\n const dy1 = cy1 - y00;\n\n // Pick the closer of the two intersection points.\n // TODO Is there a faster way to determine which intersection to use?\n if (dx0 * dx0 + dy0 * dy0 > dx1 * dx1 + dy1 * dy1) {\n (cx0 = cx1), (cy0 = cy1);\n }\n\n return {\n cx: cx0,\n cy: cy0,\n x01: -ox,\n y01: -oy,\n x11: cx0 * (r1 / r - 1),\n y11: cy0 * (r1 / r - 1)\n };\n}\n\n// 基于d3-shape\n// https://github.com/d3/d3-shape/blob/main/src/arc.js\nexport function drawArcPath(\n arc: IArc,\n context: IContext2d | IPath2D,\n cx: number,\n cy: number,\n outerRadius: number,\n innerRadius: number,\n partStroke?: (boolean | string)[]\n) {\n const { startAngle, endAngle } = arc.getParsedAngle();\n\n const deltaAngle = abs(endAngle - startAngle);\n const clockwise: boolean = endAngle > startAngle;\n let collapsedToLine: boolean = false;\n // 规范化outerRadius和innerRadius\n if (outerRadius < innerRadius) {\n const temp = outerRadius;\n outerRadius = innerRadius;\n innerRadius = temp;\n }\n // Is it a point?\n if (outerRadius <= epsilon) {\n context.moveTo(cx, cy);\n } else if (deltaAngle >= pi2 - epsilon) {\n // 是个完整的圆环\n // Or is it a circle or annulus?\n context.moveTo(cx + outerRadius * cos(startAngle), cy + outerRadius * sin(startAngle));\n context.arc(cx, cy, outerRadius, startAngle, endAngle, !clockwise);\n if (innerRadius > epsilon) {\n context.moveTo(cx + innerRadius * cos(endAngle), cy + innerRadius * sin(endAngle));\n context.arc(cx, cy, innerRadius, endAngle, startAngle, clockwise);\n }\n } else {\n const cornerRadius = arc.getParsedCornerRadius();\n // Or is it a circular or annular sector?\n const { outerDeltaAngle, innerDeltaAngle, outerStartAngle, outerEndAngle, innerEndAngle, innerStartAngle } =\n arc.getParsePadAngle(startAngle, endAngle);\n\n const outerCornerRadiusStart = cornerRadius;\n const outerCornerRadiusEnd = cornerRadius;\n const innerCornerRadiusEnd = cornerRadius;\n const innerCornerRadiusStart = cornerRadius;\n const maxOuterCornerRadius = Math.max(outerCornerRadiusEnd, outerCornerRadiusStart);\n const maxInnerCornerRadius = Math.max(innerCornerRadiusEnd, innerCornerRadiusStart);\n let limitedOcr = maxOuterCornerRadius;\n let limitedIcr = maxInnerCornerRadius;\n\n const xors = outerRadius * cos(outerStartAngle);\n const yors = outerRadius * sin(outerStartAngle);\n const xire = innerRadius * cos(innerEndAngle);\n const yire = innerRadius * sin(innerEndAngle);\n\n // Apply rounded corners?\n let xore: number;\n let yore: number;\n let xirs: number;\n let yirs: number;\n if (maxInnerCornerRadius > epsilon || maxOuterCornerRadius > epsilon) {\n xore = outerRadius * cos(outerEndAngle);\n yore = outerRadius * sin(outerEndAngle);\n xirs = innerRadius * cos(innerStartAngle);\n yirs = innerRadius * sin(innerStartAngle);\n\n // Restrict the corner radius according to the sector angle.\n if (deltaAngle < pi) {\n const oc = intersect(xors, yors, xirs, yirs, xore, yore, xire, yire);\n\n if (oc) {\n const ax = xors - oc[0];\n const ay = yors - oc[1];\n const bx = xore - oc[0];\n const by = yore - oc[1];\n const kc = 1 / sin(acos((ax * bx + ay * by) / (sqrt(ax * ax + ay * ay) * sqrt(bx * bx + by * by))) / 2);\n const lc = sqrt(oc[0] * oc[0] + oc[1] * oc[1]);\n\n limitedIcr = min(maxInnerCornerRadius, (innerRadius - lc) / (kc - 1));\n limitedOcr = min(maxOuterCornerRadius, (outerRadius - lc) / (kc + 1));\n }\n }\n }\n\n // Is the sector collapsed to a line?\n // 角度过小,会将acr处理为圆心到半径的一条线\n if (outerDeltaAngle < 0.001) {\n // 如果有左右边的话\n if (partStroke && (partStroke[3] || partStroke[1])) {\n context.moveTo(cx + xors, cy + yors);\n }\n collapsedToLine = true;\n } else if (limitedOcr > epsilon) {\n const cornerRadiusStart = min(outerCornerRadiusStart, limitedOcr);\n const cornerRadiusEnd = min(outerCornerRadiusEnd, limitedOcr);\n // Does the sector’s outer ring have rounded corners?\n const t0 = cornerTangents(xirs, yirs, xors, yors, outerRadius, cornerRadiusStart, Number(clockwise));\n const t1 = cornerTangents(xore, yore, xire, yire, outerRadius, cornerRadiusEnd, Number(clockwise));\n\n // Have the corners merged?\n if (limitedOcr < maxOuterCornerRadius && cornerRadiusStart === cornerRadiusEnd) {\n if (!partStroke || partStroke[0]) {\n context.moveTo(cx + t0.cx + t0.x01, cy + t0.cy + t0.y01);\n context.arc(cx + t0.cx, cy + t0.cy, limitedOcr, atan2(t0.y01, t0.x01), atan2(t1.y01, t1.x01), !clockwise);\n } else {\n context.moveTo(\n cx + t0.cx + limitedOcr * cos(atan2(t1.y01, t1.x01)),\n cy + t0.cy + limitedOcr * sin(atan2(t1.y01, t1.x01))\n );\n }\n } else {\n // Otherwise, draw the two corners and the ring.\n if (!partStroke || partStroke[0]) {\n context.moveTo(cx + t0.cx + t0.x01, cy + t0.cy + t0.y01);\n cornerRadiusStart > 0 &&\n context.arc(\n cx + t0.cx,\n cy + t0.cy,\n cornerRadiusStart,\n atan2(t0.y01, t0.x01),\n atan2(t0.y11, t0.x11),\n !clockwise\n );\n context.arc(\n cx,\n cy,\n outerRadius,\n atan2(t0.cy + t0.y11, t0.cx + t0.x11),\n atan2(t1.cy + t1.y11, t1.cx + t1.x11),\n !clockwise\n );\n cornerRadiusEnd > 0 &&\n context.arc(\n cx + t1.cx,\n cy + t1.cy,\n cornerRadiusEnd,\n atan2(t1.y11, t1.x11),\n atan2(t1.y01, t1.x01),\n !clockwise\n );\n } else {\n if (cornerRadiusEnd > 0) {\n context.moveTo(\n cx + t1.cx + cornerRadiusEnd * cos(atan2(t1.y01, t1.x01)),\n cy + t1.cy + cornerRadiusEnd * sin(atan2(t1.y01, t1.x01))\n );\n } else {\n context.moveTo(cx + xore, cy + outerRadius * sin(outerEndAngle));\n }\n }\n }\n } else {\n // Or is the outer ring just a circular arc?\n if (!partStroke || partStroke[0]) {\n context.moveTo(cx + xors, cy + yors);\n context.arc(cx, cy, outerRadius, outerStartAngle, outerEndAngle, !clockwise);\n } else {\n context.moveTo(cx + outerRadius * cos(outerEndAngle), cy + outerRadius * sin(outerEndAngle));\n }\n }\n // Is there no inner ring, and it’s a circular sector?\n // Or perhaps it’s an annular sector collapsed due to padding?\n if (!(innerRadius > epsilon) || innerDeltaAngle < 0.001) {\n if (!partStroke || partStroke[1]) {\n context.lineTo(cx + xire, cy + yire);\n } else {\n context.moveTo(cx + xire, cy + yire);\n }\n collapsedToLine = true;\n } else if (limitedIcr > epsilon) {\n const cornerRadiusStart = min(innerCornerRadiusStart, limitedIcr);\n const cornerRadiusEnd = min(innerCornerRadiusEnd, limitedIcr);\n // Does the sector’s inner ring (or point) have rounded corners?\n const t0 = cornerTangents(xire, yire, xore, yore, innerRadius, -cornerRadiusEnd, Number(clockwise));\n const t1 = cornerTangents(xors, yors, xirs, yirs, innerRadius, -cornerRadiusStart, Number(clockwise));\n\n if (!partStroke || partStroke[1]) {\n context.lineTo(cx + t0.cx + t0.x01, cy + t0.cy + t0.y01);\n } else {\n context.moveTo(cx + t0.cx + t0.x01, cy + t0.cy + t0.y01);\n }\n\n // Have the corners merged?\n if (limitedIcr < maxInnerCornerRadius && cornerRadiusStart === cornerRadiusEnd) {\n const arcEndAngle = atan2(t1.y01, t1.x01);\n if (!partStroke || partStroke[2]) {\n context.arc(cx + t0.cx, cy + t0.cy, limitedIcr, atan2(t0.y01, t0.x01), arcEndAngle, !clockwise);\n } else {\n context.moveTo(cx + t0.cx + cos(arcEndAngle), cy + t0.cy + sin(arcEndAngle));\n }\n } else {\n // Otherwise, draw the two corners and the ring.\n if (!partStroke || partStroke[2]) {\n cornerRadiusEnd > 0 &&\n context.arc(\n cx + t0.cx,\n cy + t0.cy,\n cornerRadiusEnd,\n atan2(t0.y01, t0.x01),\n atan2(t0.y11, t0.x11),\n !clockwise\n );\n context.arc(\n cx,\n cy,\n innerRadius,\n atan2(t0.cy + t0.y11, t0.cx + t0.x11),\n atan2(t1.cy + t1.y11, t1.cx + t1.x11),\n clockwise\n );\n cornerRadiusStart > 0 &&\n context.arc(\n cx + t1.cx,\n cy + t1.cy,\n cornerRadiusStart,\n atan2(t1.y11, t1.x11),\n atan2(t1.y01, t1.x01),\n !clockwise\n );\n } else {\n if (cornerRadiusStart > 0) {\n context.moveTo(\n cx + t1.cx + cornerRadiusStart * cos(atan2(t1.y01, t1.x01)),\n cy + t1.cy + cornerRadiusStart * sin(atan2(t1.y01, t1.x01))\n );\n } else {\n context.moveTo(cx + xirs, cy + yirs);\n }\n }\n }\n } else {\n // Or is the inner ring just a circular arc?\n if (!partStroke || partStroke[1]) {\n context.lineTo(cx + xire, cy + yire);\n } else {\n context.moveTo(cx + xire, cy + yire);\n }\n if (!partStroke || partStroke[2]) {\n context.arc(cx, cy, innerRadius, innerEndAngle, innerStartAngle, clockwise);\n } else {\n context.moveTo(cx + innerRadius * cos(innerStartAngle), cy + innerRadius * sin(innerStartAngle));\n }\n }\n }\n\n if (!partStroke) {\n context.closePath();\n } else if (partStroke[3]) {\n context.lineTo(cx + outerRadius * cos(startAngle), cy + outerRadius * sin(startAngle));\n }\n\n return collapsedToLine;\n}\n"]}
package/package.json CHANGED
@@ -1,6 +1,6 @@
1
1
  {
2
2
  "name": "@visactor/vrender-core",
3
- "version": "0.17.0-alpha.5",
3
+ "version": "0.17.0-alpha.6",
4
4
  "description": "",
5
5
  "sideEffects": true,
6
6
  "main": "cjs/index.js",
@@ -31,8 +31,8 @@
31
31
  "vite": "3.2.6",
32
32
  "typescript": "4.9.5",
33
33
  "@internal/bundler": "0.0.1",
34
- "@internal/ts-config": "0.0.1",
35
- "@internal/eslint-config": "0.0.1"
34
+ "@internal/eslint-config": "0.0.1",
35
+ "@internal/ts-config": "0.0.1"
36
36
  },
37
37
  "keywords": [
38
38
  "VisActor",